You mention that to make all the new heroes available in older maps, we should go in editor, View, Map Properties, and in HEROES Tab, UN-Check all. It works great.
Do we have to do exactly the same with the Artifacts Tab, to make all the new artifacts available in older maps?

P.S.( I try to check them all and save, but saving didn't remember my changes. Should i try UN-Check all artifacts?)
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Just another turn and i'm done...

After few tryouts it turned out that ABILITY_MANEURE cannot be modified to give full-damage range retaliation, so additional ability was needed for maneuver retaliations to be equivalent to “no melee penalty” retaliations.
That additional ability is ABILITY_FIERCE_RETALIATION and it turns out that works perfectly in combination with ABILITY_MANEURE (ability that provides maneuver effect, originally from centaur and centaur nomad).

This is practical proof of concept that not only different philosophy of full-damage RANGE retaliations for some ranged creatures is possible, but also emphasizes connection between maneuver ability and amount of available shots and amount of hit points of ammo cart.

After shadow matriarch fired all shots, and without ammo cart or ammo cart is destroyed, it behaves like a centaur and centaur nomad, when attacked, if it has a place to retreat that is not close connected with any opposite creature, it retreats without range or melee retaliation.

If it is completely surrounded without a free place to retreat, it retaliates with full-damage melee retaliation (because of ABILITY_FIERCE_RETALIATION). Melee Attacks are done with only half-damage.

EDIT:
This maneuver ability could become default behavior for all 1x1 shooters because they do half damage when they melee-retaliate anyway, and “no melee penalty” condition is completely fulfilled when ABILITY_FIERCE_RETALIATION is added to maneuver ability so it doesn’t even need to be used, at least for 1x1 shooters.

On the other hand, “no melee penalty” option is somehow connected with 2x2 shooters because they are too large for maneuvering, and, they are 2x2 after all, so it is reasonable to assume that they will not have melee penalty.

I've been interested lately in making 5.5 Diplomacy builds after experiencing a couple Impossible Game where a single mob joining my army created a huge power swing in the game.

Normally, Impossible mobs never join your army due to power calculation. However, I've found that a combination of the Diplomacy Perk and Crown of Leadership makes it possible. Even then, the first joining mob will require a huge gold payout (usually more than you have). When it did work, it was because I was saving huge amounts of gold (usually for lvl 7 dwellings) while creeping with cheap armies like Ghost/Skele Archer, Gremlin/Gargoyle, or Stalker Destruction Hero...

In Magnomagus grand design, I was looking for wrinkles where I could do game breaking stuff with Diplomacy, but Mag's game balance proved up to the task preventing me from doing anything too abusive. For starters, heroes with the golden tongue special do not have access to morale, so you can not get both Diplomacy and Golden Tongue. I'm not sure how Golden Toungue measures up to Diplomacy mathematically, and you don't get the full benefit of it until later in the game, so I'm not sure if a Morale hero or Golden Toungue hero is better.

Right now, the Assassin hero with Golden Toungue seems to be appealing, due to Stalker creeping and access to Artifact merchants increasing the chance they you will see Crown of Leadership. Lucretia is also interesting if you can convince a level 4 stack to become a huge stack of vampires....

Mod is great but i have a problem so far with the movement speed of the death knight class. Well, it does not represent the movement speed i have on the player speed slider. Every death knight moves extreme slow.
Is there a fix for it.?
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Thanks for the replay. How did you manage to get it sligtly? There is still a big difference when i max the movement speed,not to mention when i lower it. If i lower it to min the deathknight moves like -3. Are other members having issues like this?

magnomagus said:The ultimate artifacts are not available of normal games, so I want to move the -20% there too.

If staff of the netherworld becomes ultimate artifact, will the tunic of the carved flesh be its replacer in death’s embrace artifact set? Beside it’s thematically consistent with necromancy and it already has negative morale as a part of its original iconography, it’s also a major artifact. That way set would have two minor (helm and ring), two major (tunic and amulet) and two relic artifacts (cloak and skull). Temple of shalassa could give staff of the netherworld ultimate artifact as a replacement for the whole death’s embrace set and it could be analogue of angelic alliance and have +12 defense as well as -20 initiative for enemy creatures, or will the initiative boost be lowered for both ultimate rewards?

In my idea the ultimate shield would get the -20% effect, the staff of netherworld keeps name, position and visuals and will take new effect, likely the one from sandro's cloak and sandro's cloak will get other effect.
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Quote:posted November 05, 2017 02:01 PM
Just found a bug myself, some master of.. skills in beta don't give the spell, this will be fixed in next update.

hello just subscribed to the site.
I was playing with my friend (we are both Newbies oh HOMM)
And i wanted to try the witch from Bastion. (the one with Dark magic Skill)
Because the tooltip says that we would have all magic (dark) until lvl 30 for me it was just unlucky to not drop skills.

But i guess that's what you just said, it's a bug right ?

The same goes for spec in destructive magic. The master of fire,ice and storm don't give the skills

The real problem with witch it's that they don't have access to BRage to balance this bug xD so my game was just a hero with stat and nothing else (because we were supposed to gain spells by level i didnt level up other char besides an other witch (light) xD)

And maybe the hut in the bastion is bugged too, it's supposed to give us blood rage spells + other spells for witch. but it just give Blood rage spells.

My friend was playing with deleb-like charin inferno (did you already nerf the perk ? or you plan to do?) . so he's got no problem xDD (even though he was complaining about not having all the perk he wants even if he got Triple balista, hellfire, fiery wrath, flaming arrow he was able to complain), but when i'm supposed to fight him and i can't contest his ballista it's a total mess. ____________

@velzun: that was not the issue was talking about, if you did not get any spells at all you are having obne of the following issues:

-You are loading the game from the wrong exe file. (watch out for old shortcuts and steam application misleading you)
-You are playing on a newly generated map in Hotseat or LAN, but forgot to activate scripts. Patch the map with reanimation patcher in start menu.
-You are playing a map downloaded from the internet in Hotseat or LAN, but it doesn't have scripts activated. Patch the map with reanimation patcher in start menu.
-Game wasn't patched to 3.1 before installation and/or mod isn't installed in right directory, uninstall and reinstall the mod.
-A conflicting mod or map is installed, try removing temporarily all custom maps and other mods downloaded from the internet and restart a clean RMG map, check if everything is now working properly.
-You are trying to play an incompatible custom map downloaded from the internet that includes conflicting game modifications or scripts or adds unrecognized new heroes.
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